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    Simulation related news is moving

    Posted on July 23rd, 2008

    All of my Simulation news is moving to my new site: SAMLaunch.com

    I welcome you to join me there, to start a new community related to combat simulation.
    By default, anyone who registers on samlaunch.com will be able to post their own related news, which (pending review) will be posted to the site.

    I look forward to interacting with you there.

    Regards,
    Ross

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    BlackShark - Producer Videos

    Posted on May 23rd, 2008

    BlackShark producer Matt “Wags” Wagner created these tutorial videos for the soon-to-be-release BlackShark combat chopper simulation. My favorites are Notes 3 and 4.

    Producer Note 1: Startup, Part 1 & 2


    Producer Note 2: ABRIS satellite navigation, Part 1 & 2

    Producer Note 3: simple Takeoff and Landing



    Producer Note 4: Navigation, Radios, Autopilot, Part 1 & 2

    Producer Note 4: Navigation, radios, autopilot, Part 3



    Producer Note 5: Targetting, Part 1 & 2




    You can get the high-res downloadable versions here, but you must create a free user account:
    http://www.digitalcombatsimulator.com/index.php?end_pos=133&scr=products&lang=en






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    SimHQ previews BlackShark

    Posted on May 15th, 2008

    Short preview articles talking about how much fun Chris “BeachAV8R” Frishmuth is having, getting to know this simulator. Includes exclusive images and videos!

    Part 1:
    http://www.simhq.com/_air11/air_346a.html
    blackshark helicopter in parking area

    Part 2:
    http://www.simhq.com/_air11/air_347a.html
    blackshark helicopter over trees

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    upcoming DCS:Blackshark campaign engine

    Posted on May 8th, 2008

    Blackshark is an upcoming combat chopper simulation from DCS.
    http://www.digitalcombatsimulator.com/

    New Info has been posted in the forums by Producer Matt Wagner about the campaign system. Here are the relevant quotes:
    Recently, there have been a lot of questions and misunderstandings about the campaign system for DCS: Black Shark. What follows is a brief description that I hope bring a bit of clarity.

    The campaign system in DCS: Black Shark is not linear, branching or dynamic; it is phased. Let me try to describe this: using the embedded Campaign Editor, you can create as many phases in a campaign as they wish. The one I’ve been working on for example will between 25 and 30. You can think of each phase as a folder. Now using the Mission Editor, you can create a mission using many of the new functions such as a trigger and resulting action system, defined random chance of units appearing, new targeting system that sets “zones” for units to search for and attack targets, etc. After you have created a mission, you can then assign the mission to any of the phases. You can place as many missions within a phase as you want. Obviously, putting more missions in a phase will reduce the chances of the same mission being flown when the user is in a phase multiple times. This process can actually go pretty quickly when you create a base-template for each phase and then add and modify to the template to create multiple, separate missions.

    When the mission is created, you assign goals. A goal can be such things as the player surviving, primary target(s) being destroyed, friendly units not being destroyed, time limits, etc. Each of these goals can be assigned a numeric value. At the end of the mission, the goals are evaluated to determine if the player stays in the same phase, drops back to a previous phase or advances to the next phase. The only thing linear about the phased system is that the flow of the phases is linear (although it can flow forwards and backwards). In this manner, a player’s progress in a campaign can go back and fourth according to how the missions turn out. When you tie phases to front lines, it is easy to set up a situation where you have front line that ebbs and flows according to mission results. You will never had to re-fly a mission to progress in the campaign (unlike Lock On).

    As you can see, this is not really not linear, branching or dynamic.

    In later iterations of the campaign system (it’s is a work in progress), we plan on adding such things as resource management (units and stores) and squadron pilot management.

    While it is certainly not out of the question that we will also do a dynamic system that algorithmically generates missions and a battlefield environment, the phased system is what we wish to perfect fist. In addition to providing much better game play possibilities than the linear Lock On system, it takes much better advantage of our Mission Editor system that we are developing for both the entertainment and military markets.

    Thanks,
    Matt
    __________________
    Matt Wagner
    Producer, TFC/Eagle Dynamics




    For me, I create a template for each phase that represents a current forward line of troops, and then add and modify the template to create the individual missions for that phase. I personally should for between 4 and 6 possible missions per phase, but this number of course can be determined by the campaign designer.

    The campaigns for DCS:BS are currently in work and will focus on attack helicopter operations and fixed-wing CAS.
    You can easily create a "depot" of units that will "activate" when another unit is destroyed. When activated with this trigger, the unit would then drive/fly to what location you specify.



    You can certainly create unit activity outside the mission objective and assign such units value to the overall mission evaluation. So, even if you did not accomplish your assigned objective, doing extensive damage to the enemy in other areas along the battle front could still progress you forward to the next phase. It's really up to the mission designer how they wish to set up the mission.

    source:
    http://forums.eagle.ru/showthread.php?t=30053


    Sounds pretty close to the flexibility of the old Janes Longbow 2 engine, plus the ability to actually edit individual missions and create your own phased progression.

    What do you think?

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    Microsoft to Launch Simulation Platform, SDK

    Posted on November 15th, 2007

    “Microsoft plans to unveil a new platform, based on its game technology, that will bring visualization and simulation capabilities to the masses.”
    Microsoft to Launch Simulation Platform, SDK

    I wonder if it will be a free, stripped-down version of FSX?

    I’m guessing that the API will just be hooks into the mission editor, but I’m hoping that it will also open up the internals enough to allow military scenarios. (They do mention the military as a potential customer!)

    UPDATE: Sounds too expensive and limited, to be useful for regular developers. More details here:
    blogs.msdn.com

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    Filed under Simulations, modding, software | 1 Comment »

    Tutorial: Creating a SIM Panel

    Posted on November 10th, 2007

    Do you ever get frustrated about having to remember the key commands to all of your favorite sims? Especially things like engine startups and turning on lights and flaps, which you only do once or twice per sortie?

    Here is a quick tutorial on creating a simple, inexpensive USB panel, for use with EECH or any other simulator. It can allow you to put all of these little tasks on switches with labels, so that you don’t need to remember them.

    The panel we will be building is based on the Ultimarc A-PAC USB controller, which is relatively cheap (US$39+ship) and easy to use. You will not need any electronics knowledge! This board has screw-in terminals rather than requiring ribbon cables and solder. You do still need to solder wires on the switches, but I’ve included a soldering tutorial video link below.
    The A-PAC can handle up to 28 buttons/switches. The on/off switch signals are converted to momentary keypresses in software, as you will see end of this tutorial.

    The Ultimarc A-PAC page

    A-PAC USB controller board

    Read the rest of this entry »

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    Filed under DIY, Simulations, interfacing | 3 Comments »

    New EECH ATC voice

    Posted on September 11th, 2007

    I’ve created a mod for Enemy Engaged, which overrides the normal female US Air Traffic Control voice with a new male voice. Installation instructions are in the readme.txt file.
    LazerP_atc_static_0_9.zip

    EDIT: The original discussion about this can be found here:
    SimHQ EECH forum thread

    Filed under Simulations, modding | 2 Comments »

    EECH Cannon Gfx Mod Video

    Posted on July 18th, 2007

    Here is a youtube video of a test graphics change made to the cannon tracers.


    Before:

    sample image of current EECH cannon fire

    After:

    image of modded cannon fire with yellow tracers

    Here’s a video of real minigun tracers, which is what I was aiming for:



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